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DnDCampaign/Locations/Citadel of Sundering.md
2026-07-08 15:36:23 -04:00

3.9 KiB

type, region, plane, danger
type region plane danger
location The Elemental Chaos Material (displaced) Extreme

Citadel of Sundering

Overview

The floating fortress of the The Hand of Ruin, a massive structure of black stone and elemental energy that drifts between the Material Plane and the Elemental Chaos. Originally a First Sage observatory, it was corrupted 300 years ago when High Pontiff Vosseth seized it and began channeling the Primordial Wrath's power through its foundations. The Citadel is surrounded by permanent elemental storms that make approach without protection nearly impossible.

Tier 1 — Outer Ramparts

  • Floating platforms connected by obsidian bridges
  • Elemental storm zone: 4d10 damage/round to airborne creatures (random element)
  • Guarded by 20 cult soldiers, 4 ballistae, 2 summoned storm giants
  • 4 storm anchors (ritual circles) must be disabled to clear the storm

Storm Anchor Stats: AC 16, HP 40, immune to psychic/poison, resistance to nonmagical B/P/S. Each anchor requires a DC 16 Arcana check (action) to disrupt.

Tier 2 — Hall of Echoes

  • Anti-magic field covers the entire tier (except artifacts)
  • Guarded by Keeper Malachar and 6 helmed horrors
  • Upon Malachar's defeat, the anti-magic field drops
  • The hall is a cathedral-like space with a vaulted ceiling 80 feet high

Tier 3 — Chamber of Heralds

A circular arena with six radiating hallways — each leading to a Herald's sanctum.

Herald CR Type Sanctum Hazard
Ash 15 Fire Sorcerer Lava pools (2d10 fire/round)
Tide 16 Storm Cleric 10 ft deep water, lightning rods
Bone 17 Death Knight Negative energy zone (healing halved)
Whispers 15 Shadow Monk/Assassin Magical darkness, silence zones
Iron 18 Warforged Colossus Construct repair stations
Mind 16 Illithid Arcanist Psionic interference (disadvantage on INT/WIS/CHA saves)

Tier 4 — Sundering Throne

  • The Hand of Ruin's command center
  • A vast throne room with a ceiling open to the elemental chaos above
  • Boss: Morgra, the Ashen Matron (if alive) OR High Pontiff Vosseth
  • The throne itself is a seal anchor — the final one the Hand of Ruin hasn't cracked

Tier 5 — Seal Chamber

  • The deepest chamber, directly adjacent to the planar rift
  • The Primordial Wrath is visible through the rift — a churning mass of elemental chaos the size of a mountain
  • Three remaining seal anchors glow faintly; the other four are shattered, their energy feeding the rift
  • If the ritual completes (5 rounds after party enters), the Wrath is freed

Ritual Interruption: Each round the party spends disrupting a ritual circle reduces the completion counter by 1. Three ritual circles must be disrupted simultaneously to stop the ritual completely (requires coordinated action from 3 party members within the same round).

Siege Mechanics (Arc 4)

The allied army provides background support:

Faction Contribution Effect
Crown Concordat Soldiers, siege engines Reduces cult soldier numbers by 50%
Kethra Naval blockade, bombardment Eliminates airborne cult reinforcements
Verdant Circle Druidic ritual support Neutralizes elemental hazards in Tier 1
Dragon Lords Aerial assault Engages storm giants and Morgra's brood
Iron Concord Breach team Opens initial entry point

If a faction was not recruited, its effect is lost, increasing difficulty.

DM Notes

  • This is the final dungeon. It should be epic, exhausting, and rewarding.
  • Allow short rests between tiers but limit long rests to one (after Tier 3).
  • If the party bypasses tiers too easily, add reinforcements from Tiers 1-2 as they move upward.
  • The final fight with the Primordial Wrath should feel like the world is ending. Use description liberally — the sky crackles, the ground shakes, reality flickers.